1. Money. Large
Animal does not have deep pockets; in order to build our original
titles, we've had to stash away the profits made from building web
games for clients on a work-for-hire basis. As a result, it was nearly
impossible for us to give the amount of sustained focus to RocketBowl
that the game really needed. Our efforts were deeply fragmented, as
most of the team would need to go off and build a game for LEGO or
Cartoon Network to pay the bills. Despite what the number at the end of
this article would suggest, we never had a "real" budget for RocketBowl
since, officially speaking, we couldn't actually afford to make the
game at all. We simply didn't have the money to bring in additional
programmers, modelers, or other specialists.
RocketBowl
2. Too little planning. We jumped into production on RocketBowl
too quickly, without a pre-production and planning phase. Prior to this
project, no one at Large Animal had developed a game of this scope
using a 3D engine. There was a lot of learning to do. Rather than
setting aside an explicit pre-production phase in which to explore the
technology, identify areas of risk, and figure out solutions, we just
forged ahead and started making the game, learning as we went. As a
result, we didn't always know the toolset as intimately as one would
like. While working on the recently released expansion pack for RocketBowl,
we uncovered a useful feature of the Torque level editor that we'd
never found before. And we realized late in the schedule that we should
have centralized all of the editable data in the game so that the
designers could make changes without consulting the programming lead.
If we'd had a dedicated exploration phase, we would have saved
ourselves time in the long run.
In addition to the very real limitation of not having the financial resources to completely focus on RocketBowl,
there were other obstacles that we created for ourselves by not
approaching this project in as structured a way as we do our client
work. For example, whereas all of our client projects begin with a
design doc, a code plan, a timeline, and a set of deadlines, RocketBowl
had only the most minimal documentation. Also, we never created a full
prototype of the application interfaces, so that we could see how the
experience flowed (or not!) for the user. As a result, we ended up
making adjustments once the "real" interface was in place - adjustments
that were more expensive as a result.
RocketBowl
never had a clearly defined budget. Consequently, the entire project
seemed to lack definition; it was hard to know if we were on track
because there were no tracks to speak of. It wasn't until the last four
months of development, when we were finally able to bring on an
associate producer, that the project started to look more like a "real"
game project, with an actively updated task list and a roadmap to
release.
3. A Completely New Technology. The production time on RocketBowl was at least doubled as a result of our lack of experience with the Torque engine, or for that matter, with any
3D technology. We'd built dozens of 2D games using Flash and Shockwave,
and even some 3D games using Director, but had never worked with a C++
3D game engine. When we started the project in the summer of 2003,
Torque had some rough edges (for example, some of the documentation was
lacking at the time) which, because we were so new to this area of
technology to start with, had a big impact on our work.
We
were also naïve about how much additional QA attention a 3D game
requires. Even though we applied more QA energy to this project than
any other project we'd previously worked on, it still wasn't enough.
Video and sound card issues that we hadn't encountered or foreseen
reared their ugly heads post-launch, necessitating patches and new
builds for all of our distribution partners. We didn't have a full-time
QA person on RocketBowl until the last few weeks before launch and that wasn't quite enough.
4. Trimming the File Size. In
the downloadable world, it's important to keep your games small, lest
your risk intimidating potential customers with a lengthy download
time. After all, there are plenty of other free trials to download if
yours is taking too long. We knew this, but in the midst of an ad hoc
project, it fell through the cracks. It wasn't until a few months
before we shipped that we got serious about file size and began
scrutinizing every file to see where we could trim the fat. When it
came to making assets smaller, a little utility called PNG Gauntlet
came through in a big way.
5. Gameplay. There
were a number of areas in which the gameplay could have been improved
as well. For example, we've always felt, even from the very first
prototype, that each RocketBowl level is highly replayable.
Each "frame" of each course is different, and there are a wide variety
of approaches to any given frame. In real world bowling the "level" is
always exactly the same and holds an endless appeal for countless
players. What we failed to consider is how the progression of level
unlocking would affect the player's impression of the game's
replayability. Since the levels in the game are unlocked according to
performance on the previous level (or in the case of tournaments,
require a cash entry fee), players would play the game long enough to
unlock all the levels, consider the game "beaten", and email us
complaining that it was too short. The free expansion pack that we just
released is in part a response to those complaints.
We
didn't really dig into the fictional context of the game until the
eleventh hour, and it shows. In the end, our presentation of the
backstory of the game was boiled down to a single title screen. There
are also great NPC characters in the game, created by our art director
Brad MacDonald, but they were introduced late in the process, when we
were reluctant to change the flow of the application too drastically.
As a result, the characters don't occupy as prominent position in the
game as they deserve.
There
are other aspects of the game design that I feel could still use some
improvement. For example, in the game you can aim away from the pins
for the frame you are on and knock down pins that are off in the
distance (a "Wild Shot"). Effectively, Wild Shots earn you a free
throw. However, that payoff isn't really enough to justify the use of
Wild Shots as an on-going strategy. Our scoring system is pretty
faithful to real-world bowling. We attempted to integrated Wild Shots
into the scoring system in a variety of different ways, but I feel that
we never quite struck upon the right approach. At the very least, we
should have rewarded the player with some game cash.
Conclusion
Working on RocketBowl
really helped us grow as a company. Not only did we tackle a big
technology challenge, but we saw firsthand what happens when a
production process is not clearly defined.
Given
the exposure the game has gotten, the technology expertise it gained
us, and the myriad lessons it taught us about game production, RocketBowl
has been a huge success for Large Animal. And while it hasn't made us
rich beyond our dreams, it has been a commercial success as well. It's
outsold all of our previous titles combined, has been downloaded over
750,000 times, and has found a loyal group of fans.
Developer: Large Animal Games
URL:
http://www.rocketbowl.net
Target platform: Pentium 733 with 128MB, Windows based OS. Length of development cycle: 18 Months Budget: $150,000 Internal team members: 4 External contractors: 2 Development workstations: 1.5GHz to 2.7GHz PC's running Windows XP Pro Development tools: Torque, Visual C++ 6, Hammer, MilkShape, PNG Gauntlet Number of Ball Bag Jokes Made: 1,439 Size of project source materials: 539MB (uncompressed) Size of final product: 13.9MB Release Date: November 9th 2004